Sorry for losing Eye on Egypt, but it wasn’t that well situated anyway. My turns were quite average, but heavy trading is starting and we build Leo and Isaac. I misaculated and Magellan is not for next turn (7 and not 8 caravans around). The Sticky Mouse caravans should be sent overseas with top priority. I wonder if my “red” plan will work. Yet another city might be founded in the north of the red continent. Then we need a few diplos (or well situated cities) to forever excite the barbs. As Mouseport has only given one archer in 14 turns, maybe we should take back this city. Some rushbuilding might be made as we have some cash again. Here is the saved game from a Julius that was not a conqueror.
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The Sticky Mouse Senate - Succession Game
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STWA production is still in its very early stage in one city, so it is stopped. The SGs well explained it’s better to build caravans, and I am not convinced by the usefulness of this wonder in this game anyway.
Trireme are “sentried” near their port. As they might cause unhappiness (if they’re the not the 1st unit out of their home city) they’re either better inside or carrying caravans to other continents. A diplo must be defending Sticky Mouse, he is rushbuild.Hello, my name is Shawn and I am Civ impaired.
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La Fayette - the game is yours ...
SG[1]"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Julius - I see you were serious about reducing the number of cities - for my threeha'p'orth I simply cannot understand how it can ever be worth sacrificing a Settler so that you can get cheap (useless) non units - but we all have our favoured methods...
SG[1]"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Julius--
My understanding may be lacking. I would appreciate an expansion of your reasoning that led to building cities for the "Red Civ". I can understand one Barb Farm; but a Barb Continent?? Settlers represent a serious capital investment for our shield poor Republic; and even these far away dirt-hole cities contribute arrows/beakers to the total. Is there a real advantage to sacrificing them for the sake of "red points on the map"?? (I don't mean this as sarcasm; I really don't understand.)
I also would love to hear more on the theory behind letting Mouseport stay Red. Especially since 'MP' is on a road three clicks from our Cap. Isn't it just as likely that, instead of getting a NON unit, we could lose a camel, or have a worked tile pillaged, or that the Barb archer would die attacking Sticky Mouse?? It seems to me that the opportunity cost of one NON unit was fourteen turns of lost arrows if it was ours again. I just don't understand the risk-reward with this one. Perhaps there is something I'm missing and I would love to learn a new strategy... Thanks...Monk out.so long and thanks for all the fish
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Originally posted by Bloody Monk
I also would love to hear more on the theory behind letting Mouseport stay Red. Especially since 'MP' is on a road three clicks from our Cap. Isn't it just as likely that, instead of getting a NON unit, we could lose a camel, or have a worked tile pillaged, or that the Barb archer would die attacking Sticky Mouse?? It seems to me that the opportunity cost of one NON unit was fourteen turns of lost arrows if it was ours again. I just don't understand the risk-reward with this one. Perhaps there is something I'm missing and I would love to learn a new strategy... Thanks...Monk out.
We all have our own playing styles but I don't understand the logic of allowing a barb farm on the doorstep of a thriving capital.
I founded Mouseport as a feeder city for the capital. My reasoning for this was:
1) Before railroad we can always rush a caravan/unit into the capital in one turn.
2) If our capital has a repeating supply commodity for trade I want to build a caravan here every turn. It is useful having a suburb where you can build a low value unit like a horseman to run into Sticky Mouse to disband so creating some shields in an empty box. This also holds good for building city improvements.
3) Although Mouseport looks a dirt hole...in time it will grow and because of its proximity to the capital corruption will be low. Give it three trade routes with the capital and the right road/railroad connections the trade routes should be in double figures when the city reaches size 12.
But as I say we all have our preferred playing styles
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SG(2)"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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Originally posted by Scouse Gits
Monk you echo my thoughts on this one
But as I say we all have our preferred playing styles
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SG(2)
Of course, if we head to Invention, perhaps we miss something else... so to my comments perhaps.
Definitely I will be retaking some of those cities when my turns come up... although an out of the way city for cheap barb units is"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
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Originally posted by Six Thousand Year Old Man
Definitely I will be retaking some of those cities when my turns come up... although an out of the way city for cheap barb units isso long and thanks for all the fish
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The newly appointed consul looks at Mouse Port and laughs. Then he sends a mighty crusader to the city and gives it back OUR flag. But he also sends 2 diplomats from Sticky Mouse to the southern island where the barb factories are.
The consul asks the scientists. They tell him 'yes, Steam is to be discovered very soon'.
The consul takes a deep breath and decides not to build ironclads. All witnesses can see the tears in his eyes, but he stands up and tells them: 'honourable members of the Senate, instead of waging war against the evil Egyptians who are so faraway from us, we shall try to increase our tech lead, which means growing Sticky Mouse to size 20+ and trading like hell'.
1420: Dye to Bangalore = 216g.
Steam Engine discovered, Explosives researched
1440: Coal to IdesofMarch = 62g; Silk to Bombay = 456g ; Salt to Bombay = 122g
1460: Explosives discovered, Railroad researched (yes, I know, no good for HG, but RR is the key to modern times, so ... sooner or later; probably a bit soon this time)
MAGELLAN completed in StickyMouse. We can now build a nice shipchain with 4 galions between our coast, east of SM, and Bombay (Republic, size 8)
1480: Silver to StickyM = 164g
1500: Dye to StickyM = 25g
1510: Silk to Bombay = 122g
Copper to CPalace = 29g
1520: RR cancels HG; Metallurgy researched.
Caravans to Bombay: Cloth = 72g; Gems = 72g; Dye = 82g; Beads = 95g; Gold = 136g.
Wool to SM = 36g.
Our dip bribes 2 barb legions in a row, compelled to kill 2 more barb legions + leader stacked. In the meantime, the other dips stationed on the southern island go on buying the production of the barb 'Kombinat', about 1 horseman = 41g every other turn on the average.
1540: Metallurgy discovered; Industrialisation researched.
1550: Caravans to Bombay: Wool = 160g; Dye = 87g; Dye = 71g; Coal = 82g.
StickyMouse is now size 20+, and our rate of research is now close to 1 tech/2 turns (combining shipchain to Bombay and growing StickyMouse).
The consul decides to retire and dream about the beauty of the ironclads he has not built.Attached FilesAux bords mystérieux du monde occidental
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It is so sad - thinking about those virtual 'clads
Well played LF
SG[1]"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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El Civ, as I said, the empire was in prime shape when I was chosen by the senate to lead the nation.
Bloody Monk, you're right about Mouseport. It was better to recapture it at once. The Gits have given some good arguments, too. But I wanted those none archers. Too bad I didn't get many of them. But there was no barbarian danger, I was controlling the situation well
Everybody, yes I know, my "red plan" was weird. But I thought it was funny to try to build this giant unit factory, kind of like giving birth to a new nation. Of course that some resource could have been used with more efficiency, but it was fun and I enjoyed it. And oh yes, we're well ahead of everybody elseOh Man, when will you understand that your greatness lies in your failure - Goethe
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I'm too lazy to go and see who's next (probably is Mr. Niccolò... lazy boy).
Tonight I don't have time to play. Tomorrow will be better but, shuold nayone want to swap my position I won't be ranting (at least, too much!).
googol... this is a number!
"Silence Ming. I will let you know when I feel you are needed." - HappySunShine
"Classic Eyes...But in reality, it works the other way around." - Ming
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Aquaducts??
Originally posted by Messer Niccolò
I'm too lazy to go and see who's next (probably is Mr. Niccolò... lazy boy).
Tonight I don't have time to play. Tomorrow will be better but, shuold nayone want to swap my position I won't be ranting (at least, too much!).
I can play in about six hours, but would prefer some info first. The question is when or if we should build aquaducts in other cities. What are the trade-offs...not building a camel, happiness problems with growth, or bigger, more powerful core cities?? Other thoughts??
I like the trade empire we are building!!so long and thanks for all the fish
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La Fayette Nice turns You do like Railroad early
Julius A short term at Beak Farm for leaving Mouseport RED
Current Order
SG(2) Played
SG[1] Played
El Civ Played
Julius
La Fayette
Either of the next:
Messer Niccolò or
Bloody Monk
(If you guys want to change places OK)
STYOM
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SG(2)"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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